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A VIDEO 

GAME CARTRIDGE FROM 

I^MRKER BROTHERS 


FOR ATARI 5200 VIDEO GAME SYSTEM 


Under license from D. Gottlieb & Co. 

Q*bert game graphics © 1983 D. Gottlieb & Co. All rights reserved. 

Q-berl is a trademark of D Gottlieb & Co. and used by Parker Brothers under authorization 
Rules © 1983 Parker Brothers, Beverly, MA 01915. Printed in USA. 








OBJECT 

To score as many points as possible by changing the 
color of the cubes on the pyramid from a starting color to 
a destination color. You’ll do this by hopping Q*bert from 
cube to cube while avoiding the “nasty” characters who 
will try to stop him. Each time you complete a pyramid, 
you’ll proceed to a new pyramid—or round. 

SETTING THE CONSOLE CONTROLS 

1. Place the cartridge firmly into the cartridge slot. 

2. Push the POWER ON/OFF button. Power is on when 
the red light below the button is on. 

3. Press the number of the game you want to play (see 
Game Selection Box). The number will appear briefly 
in the lower right hand corner of the screen. If you skip 
this step, you’ll automatically start playing Game 1. 

4. To begin play, press down the START button. 



THE JOYSTICK CONTROLLERS 

Plug the joystick controllers into the jacks labelled ”1’’ 
and "2." For one-player games, use only the "1” joystick. 
To move Obert from cube to cube press down on the 
Fire Button and move the joystick in the direction you 
want Obert to hop. Remember, Obert can hop only in a 
diagonal direction. 

To stop action press the PAUSE button. Press it again to 
resume play. 

-Fire buttons— 


-Start button 
Pause button 



2 











PLAYING 

Q’bert 

You'll start the game with a set number of Q’berts (see 
GAME SELECTION BOX). The first Q’bert will appear 
on the topmost cube when the game starts. Remaining 
Q’berts are shown to the left of the pyramid. 

Try to hop Q’bert onto every cube so he changes the 
entire pyramid to the destination color. The destination 
color indicator is on the left of the screen. 


Be careful not to hop Q’bert off the sides or off the 
bottom of the pyramid. If you do, he falls and you lose 
that Q’bert. When this happens, the next Q’bert will 
appear on the topmost cube. 

Red Ball 

When Red Ball starts rolling, get Q’bert out of its path 
or it will squash him! If this happens, the next Q’bert 
will appear on the cube where the last one was 
squashed. 

Purple Ball 

Poses the same kind of danger as Red Ball, except 
that when Purple Ball reaches the bottom of the pyra¬ 
mid. it hatches Colly the snake! 



3 



Coily 

He’s the snake with the perilous pounce! The only way 
to get rid of Coily is to lure him off the pyramid by hop¬ 
ping a flying disc. 

Hop Q'bert onto the exit cube, (there is only one cor¬ 
rect exit cube for each flying disc.) Then, as soon as 
Coily approaches the exit cube, hop Q*bert aboard the 
flying disc. 

Flying Discs 

When Q'bert’s in trouble, he can board a flying disc 
that will whisk him off to safety at the top of the pyra¬ 
mid. The number of discs and their placement to the 
sides of the pyramid will differ, depending on the level 
and round. 

Just make sure Q'bert boards the flying disc from the 
correct exit cube or else he’ll fall off the pyramid. 

Ugg and Wrong Way 

Ugg and Wrong Way appear on the lower portion of 
the pyramid and travel sideways and upwards, ready 
to jump on Q'bert. If one of them does, the next Q'bert 
will appear on the cube where the last one was jumped. 


Sam 

Sam can’t catch Q'bert, but he changes the cubes’ 
colors so Q'bert’s got to retrace his tracks. If Q'bert 
stops him, however (by running into him), you’ll earn 
bonus points. 

Green Ball 

Green Ball can’t catch Q'bert either. But if Q'bert 
catches Green Ball, all the characters except Q'bert 
freeze for a moment. Q'bert can continue to hop, and 
you’ll earn bonus points. 

END OF ROUND 

The round ends when you complete the pyramid. As long 
as you have a Q'bert remaining, a new pyramid will ap¬ 
pear with a new destination color. 

ROUND PROGRESSION 

As you progress from round to round, Q'bert’s speed, 
the speed of the other characters, and the frequency of 
the other characters’ appearances will increase. 


4 





END OF GAME 


TWO-PLAYER GAMES 


The game ends when you run out of Q*berts. 

To play the same game level press START or the Fire 
Button. To choose a different game level press SYSTEM 
RESET, then refer to Setting the Console Controls. 



Games 4-6 are two-player games. 

The left player goes first; players alternate turns. Your 
turn ends when you lose a Q*bert. 

GAME SELECTION BOX 


Game 1 

One-player 

You start with 5 Q*berts 

Game 2 

One-player 

You start with 4 Q*berts 

Game 3 

One-player 

You start with 3 Q*berts 

Game 4 

Two-player 

You each start with 5 Q*berts 

Game 5 

Two-player 

You each start with 4 Q*berts 

Game 6 

Two-player 

You each start with 3 Q*berts 


5 













SCORING 

Obert changes cubes to destination color ... 25 points 
Obert changes cubes to intermediate color.. 15 points 

Obert catches Sam. 300 points 

Obert catches Green Ball.100 points 

Obert lures Coily off pyramid. 500 points 

Extra points for unused flying discs. 50 points 

for each disc 

Bonus points. 1000 points 

for completing the first round; 
amount increases 250 points for each 
successive round, up to 5000 points 

Bonus Q*berts. In Games 1, 2,4, 5 

—one for the first 8000 points you score; 
thereafter, one every 14,000 points 
In Games 3, 6 
—one for every 14,000 points you score 


If you should have any difficulty operating or playing Q-bert. call our 
Electronic Service Department at these toll free numbers 
In Massachusetts 1-800-892-0297 

All other states 1-800-225-0540 

(not available in Alaska. Hawaii, or Canada) 

Lines are open 8:30 a m. to 4:30 p.m. (EST) Mon.-Fri 
(excluding holidays). 

If you are unable to reach us via the Answer Service Line, write to the 
Consumer Response Department in the location nearest you: 

In the U.S.A.: Parker Brothers, P.O. Box 1012, Beverly. MA 01915 
In Australia and New Zealand: Toltoys, Pty, Ltd.. 104 Bourke Road, 
Alexandria. N.S.W. 2015 

In the United Kingdom: Palitoy Company, Owen Street, Coalville, 
Leicester LE62DE England. 

In Canada: Parker Brothers, P.O. Box 600, Concord. Ontario. 

Canada L4K1B7 









180-DAY LIMITED WARRANTY 

PARKER BROTHERS warrants, subject to the conditions 
below, that if the components of this product prove 
defective because of improper workmanship or material 
during the period of 180 days from the date of original 
purchase, PARKER BROTHERS will repair the product 
or replace it with a new or repaired unit, without charge, 
or will refund the purchase price. 

CONDITIONS: 

1. Proof of Purchase: The retail sales receipt or other 
proof of purchase must be provided. 

2. Proper Delivery: The product must be shipped pre¬ 
paid, or delivered to PARKER BROTHERS (address: 

190 Bridge Street, Salem. MA 01970. Attention: Quality 
Control Dept.) for servicing, either in the original package 
or in a similar package providing an equal degree of 
protection 

3. Unauthorized Repair. Abuse, etc.: The product must 
not have been previously altered, repaired or serviced 
by anyone other than PARKER BROTHERS; the product 
must not have been subjected to an accident, misuse 

or abuse. 

REPAIRS AFTER EXPIRATION OF WARRANTY: 

If the product malfunctions after the 180-day warranty 
period you may ship the product prepaid and enclosed 
with a check or money order for $8.00 to Parker Brothers. 
Parker Brothers will, at its option, subject to the condi¬ 
tions above, repair the product or replace it with a new or 


repaired unit, subject to availability of parts. If replace¬ 
ment units or required parts are not available, the $8.00 
payment will be refunded. 

EXCEPT TO THE EXTENT PROHIBITED BY APPLI¬ 
CABLE LAW. ALL IMPLIED WARRANTIES MADE BY 
PARKER BROTHERS IN CONNECTION WITH THE 
PRODUCT, INCLUDING THE WARRANTY OF MER¬ 
CHANTABILITY, ARE LIMITED IN DURATION TO A 
PERIOD OF 180 DAYS FROM THE DATE OF ORIGINAL 
PURCHASE; AND NO WARRANTIES. WHETHER EX¬ 
PRESSED OR IMPLIED, INCLUDING THE WARRANTY 
OF MERCHANTABILITY. SHALL APPLY TO THIS PROD¬ 
UCT AFTER SAID PERIOD. SHOULD THIS PRODUCT 
PROVE DEFECTIVE IN WORKMANSHIP AND MATE¬ 
RIAL, THE CONSUMER’S SOLE REMEDY SHALL BE 
SUCH REPAIR. REPLACEMENT OR REFUND AS IS 
HEREIN ABOVE EXPRESSLY PROVIDED, AND UNDER 
NO CIRCUMSTANCES SHALL PARKER BROTHERS 
BE LIABLE FOR ANY LOSS OR DAMAGE DIRECT OR 
CONSEQUENTIAL, ARISING OUT OF THE USE OF, 

OR INABILITY TO USE, THIS PRODUCT. 

SOME STATES DO NOTALLOW LIMITATIONS ON 
HOW LONG AN IMPLIED WARRANTY LASTS, OR THE 
EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR 
CONSEQUENTIAL DAMAGES. SO THE ABOVE 
LIMITATIONS OR EXCLUSIONS MAY NOT APPLY TO 
YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL 
RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS 
WHICH VARY FROM STATE TO STATE. 


7 





REACHING THE DESTINATION COLOR 


The following describes Q-bert’s coloring pattern in the nine game levels. 

S = Starting color 1 = Intermediate color D = Destination color 

Level 1 

When Obert jumps on S, it changes to D. When he jumps on D, it stays at D. 

Level 2 

When Obert jumps on S, it changes to 1. When he jumps on 1, it changes to D. When 
he jumps on D, it stays at D. 

Level 3 

When Obert jumps on S, it changes to D. When he jumps on D. it changes back 
to S. Obert's got to start again. 

Level 4 

When Obert jumps on S, it changes to 1. When he jumps on 1, it changes to D. When 
he jumps on D, it changes back to 1. Obert’s got to start again. 

Level 5 

When Obert jumps on S, it changes to 1. When he jumps on 1. it changes to D. When 
he jumps on D, it changes back to S. Obert’s got to start again. 

Levels 6-9 

The destination color is reached in the same manner as in Level 5. Play becomes 
more and more difficult as characters and objects appear with increasing speed.